Game object interaction method and device, electronic equipment and storage medium

By generating target items and releasing skill effects based on the attributes of the second object, the problem of monotonous virtual skill release in existing games is solved, which enhances the diversity and strategy of gameplay and improves the player's interactive gaming experience.

CN121606891APending Publication Date: 2026-03-06NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202511758559.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-11-26
Publication Date
2026-03-06

AI Technical Summary

Technical Problem

The lack of differentiation in the release of virtual skills in existing games leads to monotonous gameplay and affects the interactive experience.

Method used

By generating target items and releasing skill effects based on the attribute differences of the second object, differentiated skill release effects can be achieved for objects with different attributes.

Benefits of technology

It enhances the diversity and strategic depth of skill gameplay, thereby increasing player immersion and interactive experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game object interaction method and device, electronic equipment and a storage medium, and relates to the technical field of games.The method can comprise the steps that in response to skill release operation, a target prop is generated in a virtual scene; in response to the fact that the position relation between a second object and the target prop meets a preset condition, object attributes of the second object are detected, and the object attributes at least comprise a first attribute and a second attribute; if the object attribute of the second object is the first attribute, controlling to add a corresponding first prop effect to the second object; if the object attribute of the second object is the second attribute, controlling to add a corresponding second prop effect to the second object; wherein the first prop effect is at least partially different from the second prop effect. According to the method and the device, playing methods of players for skill release can be expanded, diversity and strategies of the skill playing methods in games are improved, and game interaction experience is improved.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a method, apparatus, electronic device, and storage medium for interacting with game objects. Background Technology

[0002] With the continuous development of game and computer technologies, game genres have become increasingly diverse. Among them, role-playing games, with their rich variety of characters and unique attributes, offer more diverse and engaging gameplay, enriching the player's interactive experience.

[0003] In some faction-based gameplay modes, players can control a controlled object to unleash virtual skills, damaging virtual objects in the enemy faction and enabling conflict between different factions in a virtual environment.

[0004] In most games today, virtual skills targeting other objects typically have homogenized skill release attributes; that is, they usually release the same skill effect on all objects. This undifferentiated, homogenized skill release limits the player's gameplay options, affects the scalability and strategic depth of skill mechanics, and thus severely impacts the player's interactive experience. Summary of the Invention

[0005] In view of this, embodiments of this application provide a method, device, electronic device, and storage medium for interacting with game objects, which expands the ways players can release skills, increases the diversity and strategy of skill gameplay in games, and enhances the game interaction experience.

[0006] In a first aspect, embodiments of this application provide a method for interacting with game objects, which provides a graphical user interface through a terminal device. The graphical user interface includes at least a portion of a virtual scene, and the virtual scene includes a first object that is controlled through the terminal device. The method includes: In response to a skill release operation, a target item is generated in the virtual scene; In response to the positional relationship between the second object and the target prop satisfying a preset condition, the object attributes of the second object are detected, and the object attributes include at least a first attribute and a second attribute; If the object attribute of the second object is the first attribute, control to add the first item effect corresponding to the target item to the second object; If the object attribute of the second object is the second attribute, control applies the second item effect corresponding to the target item to the second object; wherein the first item effect and the second item effect are at least partially different.

[0007] Secondly, embodiments of this application also provide an interaction device for a game object, which provides a graphical user interface through a terminal device. The graphical user interface includes at least a portion of a virtual scene, and the virtual scene includes a first object controlled by the terminal device. The interaction device for the game object includes: A generation module is used to generate target items in the virtual scene in response to a skill release operation; The detection module is used to detect the object attributes of the second object in response to the positional relationship between the second object and the target prop satisfying a preset condition. The object attributes include at least a first attribute and a second attribute. The control module is configured to, if the object attribute of the second object is the first attribute, control the application of a first item effect corresponding to the target item to the second object; and if the object attribute of the second object is the second attribute, control the application of a second item effect corresponding to the target item to the second object; wherein the first item effect and the second item effect are at least partially different.

[0008] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of an interaction method for a game object as described in any one of the first aspects.

[0009] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of an interaction method for a game object as described in any one of the first aspects.

[0010] The game object interaction method, device, electronic device, and storage medium provided in this application embodiment can generate a target item in a virtual scene in response to a skill release operation. In response to the positional relationship between a second object and the target item satisfying a preset condition, the object attribute of the second object is detected. If the object attribute of the second object is a first attribute, the first item effect corresponding to the target item is applied to the second object; if the object attribute of the second object is a second attribute, the second item effect corresponding to the target item is applied to the second object. Since the first item effect and the second item effect are at least partially different, when the target item is triggered by the second object, a corresponding item effect can be applied to the second object according to the object attribute of the second object. This achieves differentiated skill release effects of the target item for second objects with different attributes, providing technical support for gameplay corresponding to the target item's skill in the game, improving the extensibility and strategic nature of skill gameplay in the game, and thus enhancing the player's interactive experience during gameplay.

[0011] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0013] Figure 1 A flowchart illustrating a game object interaction method provided in an embodiment of this application; Figure 2 A flowchart illustrating a method for generating a target item in a game object interaction method provided in this application embodiment; Figure 3 A schematic diagram of a graphical user interface provided in this application embodiment. Figure 1 ; Figure 4 A schematic diagram of a graphical user interface provided in this application embodiment. Figure 2 ; Figure 5 A schematic diagram of a graphical user interface provided in this application embodiment. Figure 3 ; Figure 6 This is a schematic diagram of the structure of an interactive device for game objects provided in an embodiment of this application; Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0014] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0015] In one embodiment of this disclosure, the interaction method of the game object can run on a local terminal device or a server. When the interaction method of the game object runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0016] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game loading method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0017] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0018] In one possible implementation, this invention provides a method for interacting with game objects, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0019] It should be noted that the triggering operations involved in the detailed description of the game object interaction method provided in the embodiments of this application below can be triggering operations input by the player through finger input, or triggering operations input by the player through interactive materials such as a mouse, keyboard, or stylus. In specific implementation scenarios, the specific input method of the triggering operation can be determined according to the device type of the terminal. For example, when the terminal is a touchscreen device such as a mobile phone, tablet computer, or game console, the player can operate on the touchscreen using any object or accessory that supports touch input, such as a finger or stylus. When the terminal is a non-touchscreen device such as a desktop computer or laptop computer, the player can operate using external devices such as a mouse or keyboard.

[0020] The technical solutions of this application will be further described in detail below through specific embodiments. It should be noted that the various embodiments provided in this application can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.

[0021] The virtual game addressed in this application embodiment can be a three-dimensional virtual game or a two-dimensional virtual game. Correspondingly, the virtual scene can be a three-dimensional virtual scene, a two-dimensional virtual scene, or a 2.5-dimensional virtual scene. In addition to displaying the player character, i.e., the first object controlled by the player's corresponding terminal device, the virtual scene can also display various types of scene elements for the player to control the first object to perform game activities. Scene elements can include various types of scene elements such as virtual character elements, virtual item elements, virtual building elements, virtual terrain elements, virtual vegetation elements, and virtual prop elements. Among these, virtual character elements may include, for example, non-player character elements.

[0022] The virtual game addressed in this application embodiment can be, for example, a role-playing game. In a role-playing game, players can select a virtual object of a corresponding character type as their controlled virtual object and control it to perform game activities. In the virtual scene, virtual objects of different character types typically support at least some different skill types.

[0023] In this embodiment, a graphical user interface (GUI) can be provided by a terminal device. The GUI includes at least a portion of a virtual scene, and the virtual scene includes a first object that is controlled by the terminal device. The first object can also be referred to as a controlled virtual object of the terminal device.

[0024] Figure 1 A flowchart illustrating a game object interaction method provided in an embodiment of this application is shown below. Figure 1 As shown, the interaction schemes for game objects may include: Step 101: In response to the skill release operation, generate the target item in the virtual scene.

[0025] In this embodiment, the first object can be configured with a target skill, and the character type corresponding to the first object can be any character type that supports the target skill. The target skill can be a target-oriented skill. This target-oriented skill can be combined with the basic attributes of the character corresponding to the first object.

[0026] This skill release operation can be a skill release operation targeting a specific skill. The skill release operation can be a single skill release operation or a series of consecutive skill release operations. In possible implementations, in response to the skill release operation, a target item of the corresponding skill type can be generated in the virtual scene. The type of skill release operation can be multiple, and different types of skill release operations will trigger different target items, each with different effects. Furthermore, different target items will have different display effects in the virtual scene; that is, different target items can have different external appearances in the virtual scene, allowing players to identify the type of target item. For example, different target items can be displayed using different item icons and item animations.

[0027] It should be noted that, in this embodiment, the target item in the virtual scene is not only displayed in the graphical user interface of the terminal device corresponding to the first object, but also in the graphical user interfaces of the terminal devices corresponding to other objects. Therefore, unlike hidden items, the target item in this embodiment is visible to all players.

[0028] It should also be noted that responding to a skill release action does not immediately unleash the corresponding skill effect. Instead, a target item is first generated in the virtual scene. Once the target item is generated, the skill of the corresponding type will not be released unless the target item is triggered.

[0029] Each target item has a corresponding valid duration within the virtual scene. During this valid duration, the target item can be triggered by virtual objects within the virtual scene. If the target item is not triggered within the valid duration, its display in the virtual scene is canceled, meaning the target item disappears from the virtual scene. Different target items may have the same or different valid durations. Different target items can be triggered by different or the same virtual objects within the virtual scene. For example, if the target item is of type 1 or type 2, it can be triggered by any object in the virtual scene, including the first object, objects in the same game faction as the first object, and objects in a different game faction than the first object. If the target item is of type 3, it can be triggered by objects in a different game faction than the first object. In other words, if the target item is of type 3, it can only be triggered by objects in a different game faction than the first object, and not by the first object or objects in the same game faction as the first object.

[0030] In some possible implementation examples, when generating a target item, a countdown timer of a preset duration can also be displayed in the virtual scene. When the countdown timer reaches the preset duration, the target item will be in an active state, that is, the effective duration will begin to run.

[0031] Step 102: In response to the positional relationship between the second object and the target prop satisfying the preset conditions, detect the object attributes of the second object. The object attributes include at least the first attribute and the second attribute.

[0032] If the positional relationship between the second object and the target prop meets the preset conditions, it can be determined that the target prop was triggered by the second object. At this point, the object attributes of the second object can be detected. These object attributes can include both a first attribute and a second attribute. For example, object attributes could be basic attributes that characterize the second object, such as body type or gender. Meeting the preset conditions for the positional relationship between the second object and the target prop can be understood as the second object touching the target prop.

[0033] Step 103: If the object attribute of the second object is the first attribute, control to apply the first item effect corresponding to the target item to the second object.

[0034] Step 104: If the object attribute of the second object is the second attribute, control to add the second item effect corresponding to the target item to the second object; wherein the first item effect and the second item effect are at least partially different.

[0035] When the positional relationship between the second object and the target item meets preset conditions, it can be determined that the target item and the second object have triggered a connection. Then, based on the object attribute of the second object, the item effect corresponding to the target item can be applied to the second object. If the object attribute of the first object is a first attribute, the first item effect of the target item can be applied to the second object; the first item effect is the item effect corresponding to the first attribute. Conversely, if the object attribute of the first object is a second attribute, the second item effect of the target item can be applied to the second object; the second item effect is the item effect corresponding to the second attribute. The first item effect may include at least one item effect, and the second item effect may also include at least one item effect. The item effects included in the first item effect and the item effects included in the second item effect must at least partially differ from each other.

[0036] The game object interaction method provided in this application can generate a target item in a virtual scene in response to a skill release operation. In response to the positional relationship between a second object and the target item satisfying a preset condition, the method detects the object attribute of the second object. If the object attribute of the second object is a first attribute, the method controls the application of the first item effect corresponding to the target item to the second object; if the object attribute of the second object is a second attribute, the method controls the application of the second item effect corresponding to the target item to the second object. Since the first item effect and the second item effect are at least partially different, when the target item is triggered by the second object, the method can apply the corresponding item effect to the second object based on the object attribute of the second object. This achieves differentiated skill release effects of the target item for second objects with different attributes, providing technical support for gameplay based on the corresponding skill of the target item in the game. This improves the extensibility and strategic nature of skill gameplay in the game, thereby enhancing the player's interactive experience during gameplay.

[0037] At the same time, releasing corresponding item effects for second objects with different attributes can also give the corresponding players a stronger sense of immersion and experience in the game.

[0038] In some possible implementations, the object attribute can be a gender attribute, with the first attribute being the primary gender and the second attribute being the secondary gender. The primary item effect corresponding to the target item includes: the primary debuff effect corresponding to the primary gender; the secondary item effect corresponding to the target item includes: the secondary debuff effect corresponding to the secondary gender; wherein, the primary debuff effect is weaker than the secondary debuff effect.

[0039] In other words, in this embodiment, different reduction effects can be applied to second objects of different genders to achieve differentiated reduction for second objects of different genders. Furthermore, the condition that the first reduction effect is weaker than the second reduction effect includes at least the following: the reduction loudness of the first reduction effect is weaker than the reduction brightness of the second reduction effect, and / or, the reduction categories of the first reduction effect are fewer than the reduction categories of the second reduction effect.

[0040] In one possible implementation, the first debuff effect or the second debuff effect includes at least one of the following effects: health reduction effect, loss of control effect, displacement restriction effect, game-attached effect used to pass game debuffs to allied objects, and forced displacement effect.

[0041] The effects include: health reduction effects (e.g., damage that reduces health); loss of control effects (e.g., stun that prevents the player controlling the second target); displacement restriction effects (e.g., slowing and limiting movement); and forced positioning effects (e.g., fixing the second target to a target location or a target finishing move within the target area). The target location can be a preset center location within the target area; for example, if the target is a connecting item, the target location can be the preset center location within the connecting line. If the second target remains fixed to the target finishing move for a preset duration, the player is eliminated. Therefore, the target finishing move can also be called an endgame item.

[0042] In this context, game-related effects used to pass game debuffs to objects of the same faction can be, for example, an applied burning effect, which can be passed on to other objects of the same faction. In other possible examples, it could also be an applied virus-transfer effect, which can be passed on to other objects of the same faction.

[0043] For example, the first gender can be female, and the second gender can be male. The second object can be a game object from a different game faction than the first object in the virtual scene; therefore, the second object can also be a game object in the enemy faction. That is, the second object can be either a male or a female object in the enemy faction. Thus, in this embodiment, if the target object is triggered by a second object in the enemy faction, a gender-specific debuff can be applied to the second object based on its gender, achieving different debuff effects for second objects of different genders in the enemy faction.

[0044] It should also be noted that the game mode targeted in this application embodiment can be, for example, a one-to-many game mode. In a one-to-many game mode, all objects in the virtual scene other than the first object are game objects in the enemy camp.

[0045] In another possible implementation example, the game mode can also be a many-to-many game mode. If it is a many-to-many game mode, the other objects in the virtual scene besides the first object may include: game objects of different game factions from the first object, or game objects of the same game faction as the first object.

[0046] The following embodiments of this application also provide a possible implementation of a many-to-many game mode. Optionally, in this implementation, the virtual scene further includes: a third object belonging to the same game faction as the first object; correspondingly, the interaction method of the game object may further include: In response to the positional relationship between the third object and the target item meeting preset conditions, the control applies the third item effect corresponding to the target item to the third object.

[0047] If the positional relationship between the third object and the target item meets a preset condition, it can be determined that the target item is triggered by the third object. At this time, the third item effect corresponding to the target item can be applied to the third object. The third item effect can be, for example, a buff effect different from the first and third item effects. Meeting the preset condition in the positional relationship between the third object and the target item can be understood as the third object touching the target item.

[0048] Different types of skill release operations can trigger the generation of different target items in the virtual scene. Each target item can be triggered a different number of times. In one possible implementation, if the number of triggers for a target item reaches the corresponding triggerable number, the target item can be de-displayed in the virtual scene. In specific implementations, the de-display of a target item can be done directly, or by playing a disappearance effect of the corresponding type of target item to indicate that the target item has disappeared from the virtual scene. An example of a disappearance effect could be a destruction effect, indicating that the target item is destroyed in the virtual scene. In another possible implementation, if the number of triggers for a target item reaches the corresponding triggerable number, the target item may not be de-displayed; instead, its display effect can be toggled to indicate that it is in an inactive state. It is understood that when the number of triggers for a target virtual item reaches the corresponding triggerable number, the target item cannot be triggered regardless of whether it is still displayed in the virtual scene.

[0049] In this embodiment, the positional relationship between the third object and the target item satisfies a preset condition. This can be either the target item being triggered by the third object when the target item is not triggered by the second object, or the target item being triggered by the third object after being triggered by the second object.

[0050] It should also be noted that the game factions of the objects that can be triggered by different types of target items may differ. For example, both type 1 and type 2 target items can be triggered by objects in different game factions from the first object, by the first object itself, or by objects in the same game faction as the first object. However, type 3 target items can only be triggered by objects in different game factions from the first object. Therefore, in this embodiment, the target item can only be triggered by a third object if it is a type 1 or type 2 target item.

[0051] For a third object belonging to the same game faction, when the target item is triggered by the third object, the third object's effect, such as a game buff, can be added to the third object.

[0052] For example, the third item has at least one of the following effects: Displacement gain effect; Used to pass game debuffs to a second object.

[0053] Among them, the displacement gain effect can be, for example, an acceleration effect, and the game-related effect that transfers game debuffs to the second object can be, for example, an attached burning effect, and the attached burning effect can be transferred to the second object.

[0054] The following examples illustrate the effects of various target items.

[0055] Taking a target item of type 1 as an example, a type 1 target item can be triggered by any of the following three types of objects: the first object, the second object, or the third object. If the target item is triggered by a second object that is in a different game faction than the first object, the gender attribute of the second object is checked. If the second object is male, a slowing effect is applied to the second object. If the second object is female, another slowing effect is applied to the second object, or no item effect is applied, i.e., the corresponding item effect is not triggered. If the target item is also triggered by the first object or a third object that is in the same game faction as the first object, a speed-up effect is applied to the first object or the third object.

[0056] It should also be noted that the first type of target item can be triggered multiple times within the corresponding preset valid time. That is, when it is triggered by any of the second, first, or third objects, the target item still exists in the virtual scene. Only when the corresponding preset valid time is reached will the target item be canceled or its display effect changed.

[0057] Taking a target item of type two as an example, a target item of type two can be triggered by any of the first, second, or third objects. If the target item is triggered by a second object, the gender attribute of the second object is checked. If the gender attribute of the second object is male, then all second objects within the preset effect range of the target item are subject to a loss of control effect, as well as a game-related effect for transferring game debuffs to objects of the same faction. If the gender attribute of the second object is female, then the loss of control effect is applied to the second object. If the target item is also triggered by a first object or a third object of the same faction as the first object, then the first or third object is subject to a game-related effect for transferring game debuffs to the second object. If the target item is a target item of type two, when the target item is triggered, a preset explosion effect can also be played. The display range of this preset explosion effect is the preset effect range of the target item. If the target item is a connecting item that links two items of the same type, then the preset effect range of the target item is within a preset circle centered on the center of the line connecting the two items.

[0058] It should be noted that the second type of target item is triggered once within the corresponding preset effective time. That is, when it is triggered by any of the second, first, or third objects, the target item will be canceled from display and disappear or be destroyed, or its display effect will be changed.

[0059] Taking a target item of type three as an example, type three target items can only be triggered by the second target. If the target item is triggered by the second target, the gender attribute and health points of the second target are checked. If the second target is male and its health points do not meet the preset health point constraint, a forced displacement effect is applied to the second target to fix it at the target location within the target item's range. After the second target is at the target location, a runaway effect is applied to the second target. If the second target is female and its health points do not meet the preset health point constraint, a forced displacement effect is applied to the second target to fix it at the target location within the target item's range. If the second target is either male or female and its health points meet the preset health point constraint, a forced displacement effect is applied to the second target to fix it at the target elimination item within the target item's range, thus eliminating the player corresponding to the second target.

[0060] It should be noted that the second type of target item is triggered once within the corresponding preset effective time. That is, when it is triggered by any second object, the target item will be canceled from display and disappear or be destroyed, or its display effect will be changed.

[0061] It is understood that the item effects corresponding to the above-mentioned target items are only one possible combination of item effects, and there may be other combinations of item effects. This embodiment does not limit this.

[0062] Optionally, based on the game object interaction method described in any of the above embodiments, this application also provides a possible implementation example of generating target items in the game object interaction method. Figure 2 This is a flowchart illustrating a method for generating a target item in a game object interaction method provided in an embodiment of this application. Figure 2 As shown, in step 101 of the above-described scheme, generating the target item in the virtual scene in response to the skill release operation may include: Step 201: Respond to the skill release operation and place the second item in the virtual scene.

[0063] Step 202: If a corresponding first prop exists within the preset detection range of the second prop, connect the first and second props in the virtual scene to generate the target prop.

[0064] In this embodiment, the existence of a corresponding first item within the preset detection range of the second item can be, for example, the presence of a first item of the same type as the first item within the preset detection range of the second item. The first item is an item pre-placed through a skill release operation. The target item can also be called a target linking item. Different skill release operations correspond to different types, and correspondingly, the types of items placed are also different. Different types of items can be used to trigger the generation of different types of target items. The preset detection ranges corresponding to different items can be the same or different. In this embodiment, all types of items placed in the virtual scene can be called items with linking functions, such as cactus items or ball of yarn items.

[0065] In a possible implementation, if the first prop is within the preset detection range of the second prop, the second prop is of the same type as the first prop, and the first prop is also in a preset valid state, then the first prop and the second prop in the virtual scene are connected to generate the target prop.

[0066] Optionally, before the step of connecting the first item and the second item, the method further includes: Display the first item, and the remaining time to indicate when to remove the first item from the virtual scene; After the step of connecting the first and second items, the method also includes: Reset the remaining time of the first item.

[0067] If there are other unconnected first items in the virtual scene, when the preset time of the other first item is reached, the other first items in the virtual scene will be removed from the virtual scene, that is, the other first items will disappear from the virtual scene.

[0068] When the target item is a connecting item created by linking the first and second items, the positional relationship between the virtual object and the target item satisfies the preset condition, meaning the virtual object touches the connecting part of the target item. In this case, it can be determined that the target item has been triggered. If the virtual object only touches the first or second item corresponding to the target item, but does not touch the connecting part of the target item, it can be determined that the positional relationship between the virtual object and the target item does not satisfy the preset condition, and therefore the target item has not been triggered.

[0069] In the specific implementation, in response to a skill release operation, it can be determined whether the first object still holds other throwing items. For example, if the first object does not hold other throwing items, the first item corresponding to the skill release operation type is placed in the virtual scene, and the storage quantity of the corresponding type of first item is updated. However, if the first object still holds other throwing items, the other throwing items are replaced with the first item, the first throwing item is placed in the virtual scene, and the quantity of the held other throwing items is updated. In this embodiment, regardless of the skill release operation, the corresponding target skill can be a high-frequency firing skill. When the player inputs a skill release operation, if the first object still holds other throwing items, these other throwing items will be prioritized as consumables, and the quantity of these other throwing items will be updated first so that they can be used as the first item. Other throwing items can be, for example, any of the following: ping-pong ball, paddle, or snare box. These other throwing items can be items picked up by the first object from the virtual scene during the game.

[0070] In some possible implementations, after responding to a skill release operation, the first object can be controlled to perform a preset pre-animation animation, and after the first object performs a preset pre-animation animation of a first preset duration, a first item is placed in the virtual scene. Additionally, after placing the first item, the first object can be controlled to perform a preset post-animation animation of a second preset duration. The first preset duration can be, for example, 0.3 seconds, and the second preset duration can be, for example, 0.5 seconds. The preset pre-animation animation can be, for example, a shaking motion towards the release direction corresponding to the skill release operation, and the preset post-animation animation can be, for example, a shaking motion away from the release direction.

[0071] Optionally, the method also includes: controlling the cancellation of the gravity attributes of the first item, the second item, and the target item, so that the positions of the first item, the second item, and the target item in the virtual scene are not constrained by the preset gravity rules corresponding to the virtual scene.

[0072] By removing the gravity attribute from the first, second, and target items, these virtual items become gravity-free and can be placed anywhere in the virtual scene. Therefore, in this embodiment, in response to a skill release operation, the first item can be placed at the release location in the virtual scene based on the release location corresponding to the skill release operation. This release location can be a location within a preset range centered on the first object. Items with the gravity attribute removed can be placed regardless of whether the release location in the virtual scene corresponding to the skill release operation has a preset support surface. For virtual items with gravity attributes, if there is no preset support surface at the release location in the virtual scene, the virtual item will fall to the target support surface for placement due to gravity. That is, for virtual items with gravity attributes, the virtual item may not necessarily be placed at the corresponding release location. However, for virtual items with the gravity attribute removed, since there is no gravity, they are not bound by the preset gravity rules in the virtual scene and can be directly placed at the corresponding release location in the virtual scene. For example, if the skill release operation in the virtual scene is located in mid-air and there are no other objects or other supporting surfaces, in this embodiment, the first prop can be placed directly at the corresponding location.

[0073] In this embodiment, when a second prop is placed in a virtual scene, if a corresponding first prop exists within the preset detection range of the second prop, a target prop connecting the first and second props can be generated by connecting these two props in the virtual scene. This enriches the interactive operation during the placement of the target prop. By generating the target prop through connection, the fun and operability of the target prop generation process are also realized, improving the player's interactive operation experience.

[0074] To better understand the generation of target items in the game interaction method provided in this application's embodiments, the following description uses interface diagrams as examples. Figure 3 A schematic diagram of a graphical user interface provided in this application embodiment. Figure 1 . Figure 4 A schematic diagram of a graphical user interface provided in this application embodiment. Figure 2 . Figure 5 A schematic diagram of a graphical user interface provided in this application embodiment. Figure 3 .

[0075] like Figure 3As shown, the graphical user interface includes at least a portion of a virtual scene 30. A first object 301, controlled via a terminal device, is located within the virtual scene 30. The graphical user interface also displays a skill release control 302 and a skill type control 303. Responding to a trigger operation of the skill type control 303, multiple skill buttons can be displayed; responding to a skill type selection operation, the corresponding target skill type is determined. Item icons corresponding to the skill types can also be displayed at the locations corresponding to the multiple skill buttons. In another possible implementation example, skill type selection may not be triggered; instead, a preset skill type from among multiple skill types can be determined as the target skill type. The preset skill type can be a system-configured default skill type or a historical skill type determined based on the player's past game actions, such as the skill type the player most recently selected.

[0076] Once the target skill type is determined, the skill release control 302 is also updated to display the skill release control corresponding to the target skill type. For example, the skill release control 302 displays the item icon of the target skill type and the number of items stored for the target skill type.

[0077] like Figure 4 As shown, in response to a click operation on the skill release control 302, a skill wheel area 304 centered on the skill release control 302 is displayed in the graphical user interface. In response to a first drag operation within the skill wheel area following a continuous click operation, the release position and direction are determined. Specifically, the release position can be determined based on the end touch point of the first drag operation and the positional mapping relationship between the skill wheel area 304 and a preset throwing range in the virtual scene. The preset throwing range is a preset range centered on the first object. In this embodiment, the skill release operation can include: a click operation on the skill release control 302, and a first drag operation within the skill wheel area following a continuous click operation.

[0078] Simultaneously, in response to the first drag operation, the first boundary 305 of the preset throwing range is also displayed in the virtual scene. In the specific implementation, in response to the first drag operation, the release position can also be determined in real time from the preset throwing range, and the pre-throw trajectory 306 is displayed in real time in the virtual scene based on the release position. One end of the pre-throw trajectory is the first object, and the other end is the prop in the pre-throw state.

[0079] In response to the release operation of the first drag-and-drop operation, the display of the pre-throw trajectory 306 and the first boundary 305 is canceled, and the prop in the pre-throw state is updated to the first prop 307 in the placement state, thus placing the first prop in the virtual scene. In response to the release operation of the first drag-and-drop operation, the display of various auxiliary lines in the virtual scene, such as the first boundary 305 and the pre-throw trajectory, can be canceled.

[0080] If only a click operation is received on the skill release control 302, without a drag operation, the corresponding type of item can be placed at a preset position in front of the first object in the virtual scene. If the player clicks the skill release control 302 again, the corresponding type of item can be placed at another position in front of the first object in the virtual scene. There can be a preset minimum distance between the preset position and the other position.

[0081] It should be noted that the graphical user interface also includes a cancellation control. If a click operation is received on the skill release control 302, and a second drag operation is received following the click operation, if the end point of the second drag operation is within the preset area of ​​the cancellation control, it can be determined that the skill release operation has been cancelled, and the item in the pre-throw state needs to be de-displayed, meaning that the item was not successfully placed in the virtual scene.

[0082] like Figure 5 As shown, after placing one item, if the player wants to place another item, in response to another click operation on the skill release control 302, a skill wheel area 304 centered on the skill release control 302 will be displayed in the graphical user interface. In response to the third drag operation within the skill wheel area following the second click operation, the release position and direction will be determined. In response to the third drag operation, a first boundary 305 of the preset throwing range and the corresponding new pre-throw trajectory will also be displayed in the virtual scene. For details regarding the display of the first boundary 305 and the corresponding new pre-throw trajectory, refer to the above description; they will not be repeated here.

[0083] In response to the release operation of the third drag operation, the display of the new pre-throw trajectory and the first boundary 305 is canceled, and the second prop in the pre-throw state is updated to the second prop in the placement state 308, thus realizing the placement of the second prop in the virtual scene.

[0084] Unlike the example above, during the input process of the third drag operation, if there is another first prop 307 of the same type in the virtual scene, and the second prop 308 is within the preset detection range of the first prop 307, the second boundary 3071 of the preset detection range of the first prop 307 can be displayed on the graphical user interface, and the target prop 309 in a pre-connected state can be displayed between the first prop 307 and the second prop 308. Releasing the third drag operation will cancel the display of auxiliary lines in the virtual scene, such as the first boundary 305, the second boundary 3071, and the pre-throw trajectory, displaying only the first prop 307, the second prop 308, and the target prop 309 connecting the first prop 307 and the second prop 308. When the second prop 308 is successfully placed in the virtual scene, the pre-connected target prop 309 is updated to a successfully connected target prop 309.

[0085] During the input of the third drag operation, if the second prop 308 in the pre-throw state in the virtual scene touches the second boundary 3071 of the first prop 307, the display of the second boundary 3071 and the corresponding area can be switched, such as switching its display color.

[0086] During the input process of the third drag operation, if there is a first prop 307 of the same type in the virtual scene, but the second prop 308 is not within the preset detection range of the first prop 307, then it is not necessary to display the second boundary 3071 of the preset detection range of the first prop 307.

[0087] The above interface diagram is only a possible implementation example of placing a target item provided by the embodiments of this application. The specific implementation of placing the target item may also be implemented by other interface interaction methods, and this embodiment does not limit this.

[0088] The following description continues to describe the apparatus, device, and storage medium used to execute the interaction method of the game object provided in this application. The specific implementation process and technical effects are described above and will not be repeated below.

[0089] Figure 6 This is a schematic diagram of the structure of an interactive device for a game object provided in an embodiment of this application. The interactive device for the game object can provide a graphical user interface through a terminal device. The graphical user interface includes at least a portion of a virtual scene, and the virtual scene includes a first object that is controlled through the terminal device. Figure 6 As shown, the interaction device 600 for the game object may include: The generation module 601 is used to generate target items in a virtual scene in response to skill release operations; The detection module 602 is used to detect the object attributes of the second object in response to the positional relationship between the second object and the target prop meeting a preset condition. The object attributes include at least a first attribute and a second attribute.

[0090] The control module 603 is used to control the application of a first item effect corresponding to the target item to the second object if the object attribute of the second object is the first attribute; and to control the application of a second item effect corresponding to the target item to the second object if the object attribute of the second object is the second attribute; wherein the first item effect and the second item effect are at least partially different.

[0091] The solution provided in this embodiment generates a target item in a virtual scene in response to a skill release operation. Responding to a preset condition that the positional relationship between the second object and the target item satisfies the given conditions, the system detects the object attribute of the second object. If the object attribute of the second object is a first attribute, the system applies the first item effect corresponding to the target item to the second object; if the object attribute of the second object is a second attribute, the system applies the second item effect corresponding to the target item to the second object. Since the first item effect and the second item effect are at least partially different, when the target item is triggered by the second object, the system can apply the corresponding item effect to the second object based on the object attribute of the second object. This achieves differentiated skill release effects for second objects with different attributes, providing technical support for gameplay based on the corresponding skill of the target item in the game. This improves the extensibility and strategic nature of skill gameplay in the game, thereby enhancing the player's interactive experience during gameplay.

[0092] In one feasible implementation, the object attribute is a gender attribute, with the first attribute being the first gender and the second attribute being the second gender. The first item effect corresponding to the target item includes: the first debuff effect corresponding to the first gender; the second item effect corresponding to the target item includes: the second debuff effect corresponding to the second gender. The first debuff effect is weaker than the second debuff effect.

[0093] In a feasible implementation, the first debuff effect or the second debuff effect includes at least one of the following effects: health reduction effect, loss of control effect, displacement restriction effect, game-attached effect used to pass game debuffs to allied objects, and forced displacement effect.

[0094] In one feasible implementation, the primary gender is female and the secondary gender is male.

[0095] In one feasible implementation, the second object is a game object in a virtual scene that belongs to a different game faction than the first object.

[0096] In one feasible implementation, the virtual scene also includes a third object that is in the same game faction as the first object. The control module 603 is also used to control the third object to apply the third item effect corresponding to the target item in response to the positional relationship between the third object and the target item meeting the preset conditions.

[0097] In one feasible implementation, the third item effect is at least one of the following: Displacement gain effect; Used to pass game debuffs to the second object.

[0098] In a feasible implementation, skill release operations include various types, and different skill release operations trigger different target items, and different target items correspond to different item effects.

[0099] In one feasible implementation, the generation module 601 is specifically used for: responding to a skill release operation, placing a second item in a virtual scene; if a corresponding first item exists within the preset detection range of the second item, then connecting the first item and the second item to generate a target item. The first item is pre-placed through a skill release operation.

[0100] In one feasible implementation, the interactive device for the game object further includes: a display module for displaying the first prop before the step of connecting the first prop and the second prop, and for indicating the remaining time to remove the first prop from the virtual scene; The reset module is used to reset the remaining time of the first item after the step of connecting the first item and the second item.

[0101] In one feasible implementation, the control module 603 is further configured to control the cancellation of the gravity attributes of the first prop, the second prop, and the target prop, so that the positions of the first prop, the second prop, and the target prop in the virtual scene are not constrained by the preset gravity rules corresponding to the virtual scene.

[0102] Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application, such as... Figure 7 As shown, the electronic device includes a processor 701, a storage medium 702, and a bus 703. The storage medium 702 stores machine-readable instructions executable by the processor 701. When the electronic device runs an interaction method for a game object as described in the embodiment, the processor 701 communicates with the storage medium 702 via the bus 703. The processor 701 executes the machine-readable instructions and provides a graphical user interface through a terminal device. The graphical user interface includes at least a portion of a virtual scene, and the virtual scene includes a first object controlled through the terminal device. Specifically, the following steps can be executed: In response to skill release actions, generate target items in the virtual scene; In response to the positional relationship between the second object and the target prop satisfying a preset condition, the object attributes of the second object are detected, and the object attributes include at least the first attribute and the second attribute. If the object attribute of the second object is the first attribute, control the application of the first item effect corresponding to the target item to the second object; If the object attribute of the second object is the second attribute, control applies the second item effect corresponding to the target item to the second object; wherein the first item effect and the second item effect are at least partially different.

[0103] In one feasible implementation, the object attribute is a gender attribute, the first attribute is the first gender, and the second attribute is the second gender; the first item effect corresponding to the target item includes: a first debuff effect corresponding to the first gender; the second item effect corresponding to the target item includes: a second debuff effect corresponding to the second gender; wherein, the first debuff effect is weaker than the second debuff effect.

[0104] In a feasible implementation, the first debuff effect or the second debuff effect includes at least one of the following effects: health reduction effect, loss of control effect, displacement restriction effect, game-attached effect used to pass game debuffs to allied objects, and forced displacement effect.

[0105] In one feasible implementation, the primary gender is female and the secondary gender is male.

[0106] In one feasible implementation, the second object is a game object in a virtual scene that belongs to a different game faction than the first object.

[0107] In one feasible implementation, the virtual scene also includes a third object that is in the same game faction as the first object, and the processor 701 is further configured to: in response to the positional relationship between the third object and the target item satisfying a preset condition, control the application of the third item effect corresponding to the target item to the third object.

[0108] In one feasible implementation, the third item effect is at least one of the following: Displacement gain effect; Used to pass game debuffs to the second object.

[0109] In a feasible implementation, skill release operations include various types, and different skill release operations trigger different target items, and different target items correspond to different item effects.

[0110] In one feasible implementation, when the processor 701 generates a target item in a virtual scene in response to a skill release operation, it is specifically configured to: place a second item in the virtual scene in response to the skill release operation; if a corresponding first item exists within a preset detection range of the second item, connect the first item and the second item to generate the target item. The first item is pre-placed through the skill release operation.

[0111] In one feasible implementation, before performing the step of connecting the first prop and the second prop, the processor 701 is further configured to: display the first prop and indicate the remaining time for removing the first prop from the virtual scene; and after the step of connecting the first prop and the second prop, reset the remaining time of the first prop.

[0112] In one feasible implementation, the processor 701 is further configured to perform control cancellation of the gravity attributes of the first prop, the second prop, and the target prop, so that the positions of the first prop, the second prop, and the target prop in the virtual scene are not constrained by the preset gravity rules corresponding to the virtual scene.

[0113] Through the above method, a target item is generated in the virtual scene in response to a skill release operation. Responding to the positional relationship between the second object and the target item meeting preset conditions, the object attribute of the second object is detected. If the object attribute of the second object is the first attribute, the first item effect corresponding to the target item is applied to the second object; if the object attribute of the second object is the second attribute, the second item effect corresponding to the target item is applied to the second object. Since the first item effect and the second item effect are at least partially different, when the target item is triggered by the second object, the corresponding item effect can be applied to the second object based on the object attribute of the second object. This achieves differentiated skill release effects for second objects with different attributes, providing technical support for gameplay mechanics corresponding to target items in the game. This improves the extensibility and strategic nature of skill gameplay in the game, thereby enhancing the player's interactive experience during gameplay.

[0114] This application embodiment also provides a computer-readable storage medium storing a computer program that is executed by a processor. The processor provides a graphical user interface (GUI) through a terminal device. The GUI includes at least a portion of a virtual scene, and the virtual scene includes a first object controlled by the terminal device. Specifically, the following steps are performed: In response to skill release actions, generate target items in the virtual scene; In response to the positional relationship between the second object and the target prop satisfying a preset condition, the object attributes of the second object are detected, and the object attributes include at least the first attribute and the second attribute. If the object attribute of the second object is the first attribute, control the application of the first item effect corresponding to the target item to the second object; If the object attribute of the second object is the second attribute, control applies the second item effect corresponding to the target item to the second object; wherein the first item effect and the second item effect are at least partially different.

[0115] In one feasible implementation, the object attribute is a gender attribute, the first attribute is the first gender, and the second attribute is the second gender; the first item effect corresponding to the target item includes: a first debuff effect corresponding to the first gender; the second item effect corresponding to the target item includes: a second debuff effect corresponding to the second gender; wherein, the first debuff effect is weaker than the second debuff effect.

[0116] In a feasible implementation, the first debuff effect or the second debuff effect includes at least one of the following effects: health reduction effect, loss of control effect, displacement restriction effect, game-attached effect used to pass game debuffs to allied objects, and forced displacement effect.

[0117] In one feasible implementation, the primary gender is female and the secondary gender is male.

[0118] In one feasible implementation, the second object is a game object in a virtual scene that belongs to a different game faction than the first object.

[0119] In one feasible implementation, the virtual scene also includes a third object that is in the same game faction as the first object, and the processor is further configured to: in response to the positional relationship between the third object and the target item satisfying a preset condition, control the application of the third item effect corresponding to the target item to the third object.

[0120] In one feasible implementation, the third item effect is at least one of the following: Displacement gain effect; Used to pass game debuffs to the second object.

[0121] In a feasible implementation, skill release operations include various types, and different skill release operations trigger different target items, and different target items correspond to different item effects.

[0122] In one feasible implementation, when the processor generates a target item in a virtual scene in response to a skill release operation, it specifically performs the following: in response to the skill release operation, it places a second item in the virtual scene; if a corresponding first item exists within a preset detection range of the second item, it connects the first item and the second item to generate the target item. The first item is pre-placed through the skill release operation.

[0123] In one feasible implementation, before performing the step of connecting the first prop and the second prop, the processor is further configured to: display the first prop and indicate the remaining time for removing the first prop from the virtual scene; and after the step of connecting the first prop and the second prop, reset the remaining time of the first prop.

[0124] In one feasible implementation, the processor is further configured to perform control cancellation of the gravity attributes of the first prop, the second prop, and the target prop, so that the positions of the first prop, the second prop, and the target prop in the virtual scene are not constrained by the preset gravity rules corresponding to the virtual scene.

[0125] Through the above method, a target item is generated in the virtual scene in response to a skill release operation. Responding to the positional relationship between the second object and the target item meeting preset conditions, the object attribute of the second object is detected. If the object attribute of the second object is the first attribute, the first item effect corresponding to the target item is applied to the second object; if the object attribute of the second object is the second attribute, the second item effect corresponding to the target item is applied to the second object. Since the first item effect and the second item effect are at least partially different, when the target item is triggered by the second object, the corresponding item effect can be applied to the second object based on the object attribute of the second object. This achieves differentiated skill release effects for second objects with different attributes, providing technical support for gameplay mechanics corresponding to target items in the game. This improves the extensibility and strategic nature of skill gameplay in the game, thereby enhancing the player's interactive experience during gameplay.

[0126] In this embodiment, the computer program, when run by the processor, can also execute other machine-readable instructions to perform other methods as described in the embodiments. For details on the specific execution steps and principles, please refer to the description of the embodiments, which will not be repeated here.

[0127] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0128] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0129] In addition, the functional units in the embodiments provided in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0130] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0131] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0132] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.

Claims

1. A method for interacting with game objects, characterized in that, The method comprises the following steps: providing, by a terminal device, a graphical user interface comprising at least part of a virtual scene, the virtual scene comprising a first object controlled by the terminal device, the method comprising: generating, in the virtual scene, a target prop in response to a skill release operation; detecting an object attribute of a second object in response to a positional relationship between the second object and the target prop meeting a preset condition, the object attribute comprising at least a first attribute and a second attribute; if the object attribute of the second object is the first attribute, controlling the second object to be attached with a first prop effect corresponding to the target prop; 2. The method of claim 1, wherein, if the object attribute of the second object is the second attribute, controlling the second object to be attached with a second prop effect corresponding to the target prop; wherein the first prop effect and the second prop effect are at least partially different. The object attribute is a gender attribute, the first attribute is a first gender, and the second attribute is a second gender. The first prop effect corresponding to the target prop comprises a first debuff effect corresponding to the first gender, and the second prop effect corresponding to the target prop comprises a second debuff effect corresponding to the second gender.

3. The method of claim 2, wherein, The first debuff effect is weaker than the second debuff effect.

4. The method of claim 2, wherein, The first debuff effect or the second debuff effect comprises at least one of the following effects: a health value reduction effect, a loss of control effect, a displacement limitation effect, a game attachment effect for transmitting game debuffs to objects of the same camp, and a forced displacement effect.

5. The method of claim 3, wherein, The first gender is female, and the second gender is male.

6. The method of claim 4, wherein, The second object is a game object of a different game camp from the first object in the virtual scene. The virtual scene further comprises a third object of the same game camp as the first object, and the method further comprises:

7. The method of claim 6, wherein, controlling the third object to be attached with a third prop effect corresponding to the target prop in response to a positional relationship between the third object and the target prop meeting the preset condition. The third prop effect is at least one of the following effects: a displacement gain effect; 8. The method of claim 1, wherein, a game attachment effect for transmitting game debuffs to the second object.

9. The method of claim 1, wherein, The skill release operation comprises multiple types, different skill release operations trigger different generated target props, and different target props correspond to different prop effects. The step of generating, in the virtual scene, a target prop in response to a skill release operation comprises: placing a second prop in the virtual scene in response to the skill release operation; if a first prop corresponding to the second prop exists within a preset detection range of the second prop, connecting the first prop and the second prop to generate the target prop; 10. The method of claim 9, wherein, wherein the first prop is placed in advance by the skill release operation. Before the step of connecting the first prop and the second prop, the method further comprises: displaying the first prop and a remaining time for prompting removal of the first prop from the virtual scene; after the step of connecting the first prop and the second prop, the method further comprises:

11. The method of claim 10, wherein, resetting the remaining time of the first prop. The method further comprises: The control cancels the gravity attribute corresponding to the first prop, the second prop and the target prop, so that the positions of the first prop, the second prop and the target prop in the virtual scene are not constrained by the preset gravity rule corresponding to the virtual scene.

12. An interactive device for game objects, characterized in that, A graphical user interface is provided by the terminal device, and the graphical user interface includes at least part of a virtual scene, and the virtual scene includes a first object controlled by the terminal device. The interaction device of the game object includes: A generation module is configured to generate a target prop in the virtual scene in response to a skill release operation; A detection module is configured to detect an object attribute of a second object in response to a position relationship between the second object and the target prop satisfying a preset condition, the object attribute including at least a first attribute and a second attribute; A control module is configured to control the second object to be attached with a first prop effect corresponding to the target prop if the object attribute of the second object is the first attribute, and control the second object to be attached with a second prop effect corresponding to the target prop if the object attribute of the second object is the second attribute, wherein the first prop effect and the second prop effect are at least partially different.

13. An electronic device, comprising: The game object interaction method includes: A processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating through the bus when the electronic device is running, the processor executing the machine-readable instructions to perform the steps of the game object interaction method according to any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, and the computer program is executed by the processor to perform the steps of the game object interaction method according to any one of claims 1 to 11.